Unable to build new installation

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I built a gem using Lumberyard 1.3 I'm trying to update the gem to 1.9

I've started from scratch, installing Lumberyard and following these instructions: http://docs.aws.amazon.com/lumberyard/latest/userguide/game-build-game-code.html All the steps in that document succeed.

When I load my solution in Visual Studio: {Lumberyard}\1.9.0.1\dev\Solutions\LumberyardSDK_vc140.sln It fails with this warning: Error MSB3073: The command "cd /d "t:\dev\Lumberyard\1.9.0.1\dev" & "lmbr_waf.bat" build_win_x64_vs2015_debug_dedicated --msvs-version=14 --project-spec all --execsolution="t:\dev\Lumberyard\1.9.0.1\dev\Solutions\LumberyardSDK_vc140.sln" --targets=Editor" exited with code 1. (1, 1)

I executed that command myself in command line and got this:

T:\dev\Lumberyard\1.9.0.1\dev>lmbr_waf.bat build_win_x64_vs2015_debug_dedicated --msvs-version=14 --project-spec all --execsolution="t:\dev\Lumberyard\1.9.0.1\dev\Solutions\LumberyardSDK_vc140.sln" --targets=Editor

[WAF] Executing 'build_win_x64_vs2015_debug_dedicated' in 't:\dev\Lumberyard\1.9.0.1\dev\BinTemp\win_x64_vs2015_debug_dedicated' [WARNING] Incredibuild disabled by build option [WARN] Invalid module EditorFbxImport defined as a use dependency in waf spec 'all' [WARN] Invalid module CryExport2014 defined as a use dependency in waf spec 'all' [WARN] Invalid module CryExport2015 defined as a use dependency in waf spec 'all' [WARN] Invalid module CryExport2016 defined as a use dependency in waf spec 'all' [WARN] Invalid module GridHub defined as a use dependency in waf spec 'all' [WARN] Invalid module lmbr defined as a use dependency in waf spec 'all' [WARN] Invalid module LyIdentity_static defined as a use dependency in waf spec 'all' [WARN] Invalid module LyInstallerMetrics defined as a use dependency in waf spec 'all' [WARN] Invalid module LyMetricsConsumer defined as a use dependency in waf spec 'all' [WARN] Invalid module LyMetricsProducer_python defined as a use dependency in waf spec 'all' [WARN] Invalid module LyMetricsProducer_static defined as a use dependency in waf spec 'all' [WARN] Invalid module LyMetricsShared_shared defined as a use dependency in waf spec 'all' [WARN] Invalid module LyMetricsShared_static defined as a use dependency in waf spec 'all' [WARN] Invalid module Lyzard defined as a use dependency in waf spec 'all' [WARN] Invalid module LyzardApplicationDescriptors defined as a use dependency in waf spec 'all' [WARN] Invalid module LyzardGems defined as a use dependency in waf spec 'all' [WARN] Invalid module LyzardHelloWorld defined as a use dependency in waf spec 'all' [WARN] Invalid module LyzardCloudCanvas defined as a use dependency in waf spec 'all' [WARN] Invalid module LyzardEngines defined as a use dependency in waf spec 'all' [WARN] Invalid module LyzardProjects defined as a use dependency in waf spec 'all' [WARN] Invalid module LyzardTemplates defined as a use dependency in waf spec 'all' [WARN] Invalid module LyzardCapabilities defined as a use dependency in waf spec 'all' [WARN] Invalid module ResourceCompilerFBX defined as a use dependency in waf spec 'all' [WARN] Invalid module LuaIDE defined as a use dependency in waf spec 'all' [WARN] Invalid module Profiler defined as a use dependency in waf spec 'all' [WARN] Invalid module NewsBuilder defined as a use dependency in waf spec 'all'

Could not find a task generator for the name 'Editor'. Please verify that your selected project is configurated to be built. Current Settings: Spec: 'all', Config: 'debug_dedicated', Platform 'win_x64_vs2015' T:\dev\Lumberyard\1.9.0.1\dev>

I don't know what to do next.

asked 7 years ago168 views
3 Answers
0
Accepted Answer

The answer was that I had the wrong VS Configuration picked.

Once I reset it to "[All] Debug" and rebuilt, it worked.

answered 7 years ago
0

Hey @REDACTEDUSER

answered 7 years ago
0

Awesome! Yup, by default VS auto-selects the config based on alphabetical order so the debug dedicated is selected. I highly recommend if you are just building a game project you use

[Game] Profile - this is the fastest to build and will perform well.

If you need to do minor troubleshooting on the editor to figure out why it's crashing or trace a code path then I recommend

[All] Profile - this will let you step thru code and render quickly too

[All] Debug - this will let you step thru code and see all variables but performs the worst.

Typically I use [Game] Profile or [All] Profile for day-to-day and only use the debug option when something is crashing and I need to step through code and see everything.

GLHF!

answered 7 years ago

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